Thank you for the link. I was able to follow the video and referencing your screenshot I got it working, mostly. The inputs are detected.
Would you happen to have an idea on why the movement isn’t translating for the third person character correctly? It’s the character imported from the template, it tends to run in circles or basically any other direction it shouldn’t.
How do you set up your camera? My VR Pawn just seemingly doesn’t exist, and my camera is stuck within the character I’m piloting. I have VRPawn set as my default pawn in the game mode. The character is possesed by player0, the Pawn disabled. But when I set the pawn to be possessed by player0 and take away possession of the character, my character won’t take any controller input.
Did you ever figure this out man? My camera also refuses to be at the player start, and will either use the sidescroller character’s camera, or spawn inside the character if I delete their camera.
I made only 3rd person character blueprint. Added VR template to project. Then added VR components to thirdperson Blueprint (Basically copied from VRPawn). I was able to make movement working fine. I used layered bend bone, to separate lower body from upper body. Do lower body animations normally, then use UBIKsolver to upper body(in same animation/player blueprints). I was able to make head move correctly. Using thumbsticks for 3rd person locomotion works… VR hands did not want to align with the body. I had to use some tricks, like setting spring arm to 0.1 and make it so tough that it does not move, then align head and arms by adding scene with offsets above mesh and new camera to it. But yeah… in the end… VR hands work, head movement works with UBIKsolver, legs work… animated arms are the problem. I do not know yet how to make arm animations to work… something wrong with rotations and alignments…